/Engine/Plugins/Experimental/Animation/PoseSearch/Source/Runtime/Public/PoseSearch/PoseSearchDatabase.h
A data asset for indexing a collection of animation sequences.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Category="Animation|Pose Search", Experimental, Meta=(DisplayName="Motion Database")) class UPoseSearchDatabase : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)
TArray<FInstan...
AnimationAssets
bool
bSkipSearchIfPossible
When evaluating multiple searches, including the continuing pose search, the system keeps track of the best pose and associated cost.
FPoseSearchExcl...
ExcludeFromDatabaseParameters
These settings allow users to trim the start and end of animations in the database to preserve start/end frames for blending, and prevent the system from selecting the very last frames before it blends out.
int32
KDTreeMaxLeafSize
int32
KDTreeQueryNumNeighbors
Out of a kdtree search, results will have only an approximate cost, so the database search will select the best “KDTree Query Num Neighbors” poses to perform the full cost analysis, and be able to elect the best pose.
TObjectPtr< con...
NormalizationSet
This optional asset defines a list of databases you want to normalize together.
int32
NumberOfPrincipalComponents
Number of dimensions used to create the kdtree. More dimensions allows a better explanation of the variance of the dataset that usually translates in better search results, but will imply more memory usage and worse performances.
EPoseSearchMode
PoseSearchMode
This dictates how the database will perform the search.
TObjectPtr<USk...
PreviewMesh
If null, the default preview mesh for the skeleton will be used.
TObjectPtr< con...
Schema
The Motion Database Config sets what channels this database will use to match against (bones, trajectory and what properties of those you’re interested in, such as position and velocity).